Giant's Amulet
The design trick here is that the equip cost is almost beside the point. Cast for a single blue mana, the enters trigger offers a kicker of sorts: pay four more and you conjure your own 4/4 body to wear the Equipment, so the card functions as either a protective aura for a creature you already control or a self-contained threat that arrives pre-equipped. That flexibility is what justifies the aggressive front-end price. The protection it grants is the more careful piece of the puzzle: hexproof only while the equipped creature is untapped, which sounds like a small clause but rewrites how the board plays. An untapped creature can't be picked off by targeted removal, so the shield is up when the creature is holding back on defense; attack, and you tap out of the protection, opening a window for spot removal or a bounce spell in the exact moment you commit to combat. It's a design that pushes the equipped creature toward blocking and away from swinging, which is an unusual incentive to bolt onto a piece of Equipment, most of which exists to make attackers scarier. The +0/+1 does nothing to change that math; the toughness bump is there to survive combat, not to threaten it. What you're really paying for, in one mode or the other, is a creature that dares removal to catch it standing still.
